Player Node, Both KinematicBody2D & RigidBody2D?

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:bust_in_silhouette: Asked By tjanok

I have basic 2d player movement via KinematicBody2D, and this works.

But for example, if I want the player to “ragdoll” by an explosion. Is it possible to apply forces to a rigidbody, and then update the kinematicbody (.position & .rotation?) to follow the rigidbody?

I did try this, and the attached sprite/node flips out. Has anyone tried something like this before?

Thanks